3.3 Undead
“I put my blade right through it and it just kept coming at me. I swear that thing was not human!” - Fritz Sonne, before retiring from his Mercenary company “The Night belongs to the Undead and in Mordheim it is always night.” - Pieter Eisler, dabbler in the Necromantic arts
Undead Skill Table
| Combat | Shooting | Academic | Strength | Speed | Rogue | |
|---|---|---|---|---|---|---|
| Vampire | X | X | X | X | ||
| Necromancer | X | X | ||||
| Dreg | X | X | X |
Warband Size and Rout Threshold
Max Size 15: The number of warriors in an Undread warband may never exceed 15.
Rout Threshold 4: Undead take Rout Tests once 4 or more warband members have gone out of action.
Hired Swords
| Ogre Bodyguard | Halfling Scout | Dwarf Slayer | Elf Ranger |
|---|---|---|---|
| X | |||
| Pit Fighter | Warlock | Freelancer | Skryre Engineer |
| X | X | X |
Vampire, Necromancer, Dreg & Skeleton Weapons List
| Close Combat Weapons | Cost | Missile Weapons | Cost | |
|---|---|---|---|---|
| Dagger | Free | Short Bow | 5 | |
| Club | 5 | Bow | 7 | |
| Axe | 5 | |||
| Spear | 5 | Armour | Cost | |
| Sword | 7 | Light Armour | 25 | |
| Great Weapon | 10 | Heavy Armour | 50 | |
| Shield | 5 |
Heroes
1 Vampire
105gc to hire Starting Experience: 20 Vampires lead the Undead in their search for the magical stones that will give their master the power to conquer the Empire. Most of them serve the undying count of Sylvania, but some have found the city to their liking, and have become independent.
| M | A | W | T | WS | BS | I | Ld |
|---|---|---|---|---|---|---|---|
| 8 | 1 | 2 | +0 | 6+ | - | 5+ | 4+ |
SPECIAL RULES Leader, May Wear Armour and Cast Spells. Immortal: Treat ‘Dead’ as ‘Multiple Injuries’. Wizard: Uses Lore of Vampires. Starts with one Spell. Undead: Cause Fear, Immune to Panic, Immune to Poison, Cannot take Drugs, No Pain (Treat Stunned as Knocked Down. Does not apply if Mounted.)
0-1 Necromancer
30gc to hire Starting Experience: 6 Necromancers are evil wizards, studying the corrupt art of Necromancy. Many of them are acolytes and servants of Vlad von Carstein, and follow the agents of their master to the city of the Damned.
| M | A | W | T | WS | BS | I | Ld |
|---|---|---|---|---|---|---|---|
| 7 | 1 | 1 | +0 | 9+ | 9+ | 7+ | 8+ |
SPECIAL RULES Wizard: Uses Necromancy. Starts with two Spells.
0-3 Dregs
15gc to hire Starting Experience: 0 Dregs are the most miserable human survivors of Mordheim. They are deformed and rejected individuals who were often scavengers before. Vampires often recruit Dregs as their servants and treat them with surprising kindness. As a result, Dregs are often fanatically loyal to their Undead overlords and will do anything to protect and serve them. Dregs are very useful to their masters as they can be sent to acquire equipment from the settlements around Mordheim and also be made to carry heavy bags.
| M | A | W | T | WS | BS | I | Ld |
|---|---|---|---|---|---|---|---|
| 7 | 1 | 1 | +0 | 10+ | 10+ | 7+ | 9+ |
Henchmen
Zombies
15gc to hire Starting Experience: 0 In the shattered ruins of Mordheim there are plenty of corpses waiting to be raised anew.
| M | A | W | T | WS | BS | I | Ld |
|---|---|---|---|---|---|---|---|
| 6 | 1 | 1 | +0 | 10+ | - | 11+ | 9+ |
SPECIAL RULES Can only be taken Out of Action by Shooting with Strength 2+ or 1+ (They are simply knocked down.) // (No effect vs. Spells/Prayers.) No Weapons or Armour, No Penalties for Fighting Unarmed, No Experience Undead: Cause Fear, Immune to Panic, Immune to Poison, Cannot take Drugs, No Pain (Treat Stunned as Knocked Down.)
0-2 Dire Wolves
30gc to hire Starting Experience: 0 Dire Wolves are the slavering animated remains of giant wolves. Like shadows, they prowl the streets of Mordheim, and many have died from the cold jaws of a Dire Wolf.
| M | A | W | T | WS | BS | I | Ld |
|---|---|---|---|---|---|---|---|
| 9 | 1 | 1 | +0 | 8+ | - | 5+ | 9+ |
SPECIAL RULES Undead: Cause Fear, Immune to Panic, Immune to Poison, Cannot take Drugs, No Pain (Treat Stunned as Knocked Down.) Animals: Cannot Climb, Cannot Hide, Cannot use the Leader’s Ld, No Scenario Objectives, No Weapons or Armour, No Penalties for Fighting Unarmed, and No Experience.
0-8 Crypt Ghouls
40gc to hire Starting Experience: 0 Ghouls are the descendants of famished men who once took to feasting on corpses to survive. Driven by their craving for the meat of their fellow men, these creatures dwell near graveyards, digging up the rotting corpses of the recently buried and consuming the cold flesh with their bare teeth and claws.
| M | A | W | T | WS | BS | I | Ld |
|---|---|---|---|---|---|---|---|
| 7 | 2 | 1 | -1 | 10+ | - | 7+ | 9+ |
Cause Fear, No Penalties for Fighting Unarmed, No Weapons or Armour
Skeletons
25gc to hire Starting Experience: 0 Skeletons are the aging remains of fallen warriors, re-animated by the power of necromancy. A regiment of Skeletons will never flee from hand-to-hand combat. Skeletons are supernatural creatures which cause fear and are immune to this type of psychology themselves.
| M | A | W | T | WS | BS | I | Ld |
|---|---|---|---|---|---|---|---|
| 7 | 1 | 1 | +0 | 10+ | 10+ | 9+ | 9+ |
SPECIAL RULES Undead: Cause Fear, Immune to Panic, Immune to Poison, Cannot take Drugs, No Pain (Treat Stunned as Knocked Down.)